Alchemist
Regular Attack: Ranged or Melee
Make Health Potion: Creates a health potion. May be used once every four turns.
Make Strength/Defense/Agility/Luck Potion: Creates a strength/defense/agility/luck potion of the Alchemist's choice. May be used once every two turns.
*†Throw Bomb: Deals 4d4 damage to the target and 2d4 damage to anyone adjacent to the target.
The Alchemist can only give potions to players who have an empty potion spot, and may also keep them for their own use if they have empty potion spots.
Bard
Regular Attack: Ranged
†Charm: The target cannot perform an action for two turns or until they are dealt damage by an attack/ability of an enemy (not including opportunity attacks).
†Confuse: For the target's next two turns, their targets are chosen at random from those within their reach, and if the target moves, they move in a random direction.
†Fear: Decreases the target's offensive attacks/abilities on their next two turns by 4 damage, and the target cannot move closer to you during these two turns.
Berzerker
Regular Attack: Melee
Dodge: You have a 50% chance to not be affected by each action targeted at you for two turns.
*Rage: Deals 4d6 damage. Reduces your movement on next round by 3 tiles.
*Sprint Attack: Increases movement by 8 tiles and deals 2d12 damage to the target.
Cleric
Regular Attack: Ranged or Melee
†Bless: Increases the target’s attacks/abilities on their next two turns by 1d8 damage.
†Heal Other: Heals the target for 1d10 HP.
Resurrect: Brings a dead player back to life with 1d15 HP. May only be performed once every 5 turns.
Commander
Regular Attack: Ranged or Melee
*†Call to Arms: For up to three targets, increases their next attacks/abilities by 4 damage each and increases their movement by 4 tiles.
*†Rally: For up to three targets, decreases their damage received from each attack/ability by 4 for one turn.
*†Rout: For up to three targets, decreases their next attacks/abilities by 4 damage each and decreases their movement by 4 tiles.
Death Knight
Regular Attack: Melee
*Cursed Blade: Deals 6d5 damage to target and 1d5 damage to self.
†Sacrificial Healing: Heals the target for 3d5 HP, and deals 1d5 damage to self.
Unholy Wrath: Takes two turns. All damage you receive on the first turn, you deal to a single target on the second turn. Is not affected by target's defensive stance. *Must be in offensive stance on second turn.
Druid
Regular Attack: Ranged or Melee
*Beast Form: Causes you to turn into a beast that may only perform melee attack actions, which do 3d6+5 damage, and must stay in offensive stance. May attack on the same turn that you transform. You cannot control when you return to human form, but at the end of each turn, has a 50% chance to automatically return to human form.
Call Wolf Companion: Calls a wolf companion for one turn. You may have the wolf attack a target within 15 tiles of you for 6d4 damage, or you may use it to absorb up to 20 damage targeted at you.
*Leech Life: Deals 3d4 damage, and heals you 1d4 HP. †Is ranged if Regular Attack is ranged.
Mystic
Regular Attack: may perform both Ranged and Melee
Receives two random abilities at start. After the use of each ability, it is replaced with a new random ability. The two ability slots have separate cooldowns, and abilities will be given to the Mystic through PM.
Paladin
Regular Attack: Melee
†Holy Ward: Decreases the target’s damage received from each attack/ability by 3 for two turns.
Pray: Increases your damage dealt and decreases damage received by 2 for two turns.
*Smite: Deals 3d8 damage if the target's last action dealt damage to another player. Deals 3d4 damage, otherwise.
Ranger
Regular Attack: Ranged
*†Volley: Deals 1d10 damage to any enemies within a 4x4 square.
*†Precise Shot: Deals 4d4 damage and reduces the target's movement by 6 tiles on their next turn.
*†Rapid Shot: Increases movement by 8 tiles and deals 2d10 damage. Increases movement on next round by 8 tiles.
Rogue
Regular Attack: Ranged or Melee
Evade: You vanish from sight. Your enemies no longer know your location, you cannot be targeted, and nobody can make an Opportunity Attack against you. However, any area-of-effect abilities that reach your location will still affect you.
†Set Trap: Choose an unoccupied square up to 4x4 large. Sets a trap that is triggered by the first enemy that walks within this square, dealing 1d8+5 damage and preventing them from performing an action or moving. Acts as a separate entity from the Rogue, so is not affected by damage-altering abilities.
*Sneak Attack: Deals 5d6 damage if you were not targeted on your last turn, or if another enemy of the target is in melee range of the target. Deals 1d10 damage, otherwise. †Is ranged if Regular Attack is ranged.
Sorcerer
Regular Attack: Ranged
*†Acid Spray: Deals 4d4 damage, then on the next round deals 2d4 damage that is not affected by the target's defensive stance or ability. Also deals 1d4 damage to anyone in melee range of the target.
Flame Cloak: Deals 3d6 damage to anyone who damages you from melee range. Any ranged damage is reduced to 0.
*†Lightning Bolt: Forms a bolt of lightning from your hands 1 tile wide and continuing in a straight line until it hits a barrier. Deals 2d10 damage to anyone in its path.
Swashbuckler
Regular Attack: Melee
*Nimble Attack: Deals 3d6 damage, and the target cannot make an Opportunity Attack against you.
*Duel Attack: Deals 5d6 damage if you are the only person in melee range of your target. Deals 1d10 damage, otherwise.
†Panache: For the target's next two turns, the target can only attack or use abilities on you.
Warrior
Regular Attack: Melee
Counterattack: Reduces damage taken by half. Deals 1d10 damage to anyone who damages you (including both melee and ranged).
*Power Attack: Deals 5d4+2 damage.
*Whirlwind Attack: Deals 2d6 damage to any enemies in your melee range.
Wizard
Regular Attack: Ranged
†Fortify Willpower: Reduces the current cooldown for a specified ability of the target by 2 turns.
Reflect: Any damage or abilities done to you, you do back.
†Slow/Hasten: Decreases or increases target's movement by 10 tiles for one round, 5 for two rounds, or 3 for three rounds.